示例#1
0
        public static List <string> GetEffects(int heroId, bool isSkill)
        {
            List <string> result    = new List <string>();
            List <uint>   effectIds = new List <uint>();
            HeroData      heroData  = HeroData.GetHeroDataByID(heroId);

            if (heroData != null)
            {
                List <uint> skillIds     = new List <uint>();
                List <uint> mechanicsIds = new List <uint>();
                if (!isSkill)
                {
                    if (heroData.hitId > 0)
                    {
                        skillIds.Add(heroData.hitId);
                    }
                    if (heroData.passiveId1 > 0)
                    {
                        for (int i = 0; i < 5; i++)//预留5个被动效果
                        {
                            int passiveMechanicsId = heroId * 100 + 55 + i;
                            if (MechanicsData.ExistMechanicsId((uint)passiveMechanicsId))
                            {
                                mechanicsIds.Add((uint)passiveMechanicsId);
                            }
                        }
                    }
                }
                else
                {
                    if (heroData.skillId1 > 0)
                    {
                        skillIds.Add(heroData.skillId1);
                    }
                    if (heroData.skillId2 > 0)
                    {
                        skillIds.Add(heroData.skillId2);
                    }
                }
                for (int i = 0, count = skillIds.Count; i < count; i++)
                {
                    SkillData skillData = SkillData.GetSkillDataById(skillIds[i]);
                    if (skillData != null)
                    {
                        foreach (var kvp in skillData.timeline)
                        {
                            mechanicsIds.AddRange(kvp.Value);
                        }
                        if (skillData.effectIds.Length > 0)
                        {
                            effectIds.AddRange(skillData.effectIds, true);
                        }
                        if (skillData.aoeEffects.Length > 0)
                        {
                            effectIds.AddRange(skillData.aoeEffects, true);
                        }
                        if (skillData.aoeFlyEffects.Length > 0)
                        {
                            effectIds.AddRange(skillData.aoeFlyEffects, true);
                        }
                        if (skillData.flyEffectIds.Count > 0)
                        {
                            effectIds.AddRange(skillData.flyEffectIds, true);
                        }
                    }
                }
                for (int i = 0, count = mechanicsIds.Count; i < count; i++)
                {
                    MechanicsData mechanicsData = MechanicsData.GetMechanicsDataById(mechanicsIds[i]);
                    if (mechanicsData != null)
                    {
                        if (mechanicsData.effectIds.Length > 0)
                        {
                            effectIds.AddRange(mechanicsData.effectIds, true);
                        }
                    }
                }
            }
            //Debugger.Log("{0} effects count:{1}", heroId, effectIds.Count);
            for (int i = 0, count = effectIds.Count; i < count; i++)
            {
                //Debugger.Log("effect id:{0}", effectIds[i]);
                EffectData effectData = EffectData.GetEffectDataById(effectIds[i]);
                if (effectData != null)
                {
                    switch (effectData.effectType)
                    {
                    case Logic.Enums.EffectType.Root:
                    case Logic.Enums.EffectType.Trace:
                    case Logic.Enums.EffectType.TargetArea:
                    case Logic.Enums.EffectType.LockPart:
                    case Logic.Enums.EffectType.LockTarget:
                    case Logic.Enums.EffectType.CurveTrace:
                    case Logic.Enums.EffectType.MoveTargetPos:
                    case Logic.Enums.EffectType.FullScreen:
                        string path = string.Format("effects/prefabs/{0}", effectData.effectName);
                        if (!result.Contains(path))
                        {
                            result.Add(path);
                        }
                        break;
                    }
                }
            }
            return(result);
        }